
/*---------------------------------------------------------
   Initializes the effect. The data is a table of data 
   which was passed from the server.
---------------------------------------------------------*/
function EFFECT:Init(data)
	
	local vOffset = data:GetOrigin()
	local Color = data:GetStart()
	local ply = data:GetEntity()
	
	local Low = vOffset + ply:OBBMins()
	local High = vOffset + ply:OBBMaxs()
	
	local NumParticles = 1
	
	local emitter = ParticleEmitter(vOffset, true)
	
		local Pos = Vector(math.Rand(-5,5), math.Rand(-5,5), math.Rand(0,10))
		
		local particle = emitter:Add("sprites/light_glow02_add", vOffset + Pos * 8)
		//sprites/vortex_particle
		if (particle) then
			
			particle:SetVelocity(Pos * 1)
			
			particle:SetLifeTime(0)
			particle:SetDieTime(2)
			
			particle:SetStartAlpha(255)
			particle:SetEndAlpha(150)
			
			local Size = math.Rand(7, 10)
			particle:SetStartSize(Size)
			particle:SetEndSize(3)
			
			particle:SetRoll(math.Rand(0, 360))
			particle:SetRollDelta(math.Rand(-2, 2))
			
			particle:SetAirResistance(400)
			particle:SetGravity(Vector(0,0,1))
			
			particle:SetColor(Color.r, Color.g, Color.b)
			
			particle:SetCollide(false)
			
			particle:SetAngleVelocity(Angle(math.random(-1,1), math.random(-1,1), math.random(-1,1))) 
			
			particle:SetBounce(1)
			particle:SetLighting(false)
				
		end
		
	emitter:Finish()
	
end


/*---------------------------------------------------------
   THINK
---------------------------------------------------------*/
function EFFECT:Think()
	return false
end

/*---------------------------------------------------------
   Draw the effect
---------------------------------------------------------*/
function EFFECT:Render()
end
